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webgl-laser

Create a fixed, full-screen WebGL laser background with a thin white core, brand-colored halo, and soft smoke. Adjust beam placement, glow, fog, and rendering cost while keeping foreground content readable and interactive.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

Create a fixed full-screen WebGL laser background effect with a thin white-hot vertical core, restrained brand-colored halo, and soft smoky fog around the beam. Use only for laser background effects, not full page layout, copy, generic hero scenes, particles, or unrelated motion systems.

설치 방법 보기

이럴 때 유용합니다

  • Adding a thin laser behind page content
  • Matching laser glow and smoke to brand colors
  • Adjusting beam position and smoke density
  • Tuning rendering cost and reduced-motion behavior

포함된 파일(10)

  • SKILL.md9.2 KB
  • demo/assets/page-01-2f563338-39fa-47ea-9761-658d4f3f84db-1600w.jpg292.0 KB
  • demo/assets/page-02-4f5668c5-fc4a-44e0-bc5e-a664189d3c31-1600w.jpg212.3 KB
  • demo/assets/page-03-77415a2e-dcbc-4748-a29d-fced4821881a-1600w.jpg354.2 KB
  • demo/assets/page-04-c92852bb-a510-405a-85ab-ffa0fde136a4-1600w.jpg209.1 KB
  • demo/assets/source-preview.jpg72.1 KB
  • demo/index.html21.4 KB
  • demo/preview.jpg54.3 KB
  • demo/PROMPT.md3.3 KB
  • demo/source.json3.2 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

WebGL Laser

Scope

  • Apply only to the laser background effect.
  • Use a fixed full-screen canvas behind the DOM.
  • Set pointer-events: none on the canvas.
  • Keep page content in a higher stacking context.
  • Match the halo and smoke to the page's primary or strongest accent color.

Visual Target

  • Thin vertical beam: crisp white-hot inner core, narrow colored halo.
  • Atmospheric smoke: soft cloudy breakup concentrated around the beam.
  • Dark cinematic field: restrained, brand-colored, and readable behind content.
  • Slow pulse: glow breathes gently; no aggressive flicker or color cycling.
  • Light blade feel: narrow and precise, never a thick neon pillar.

Layering

<canvas class="laser-canvas" data-webgl-laser></canvas>
<main class="page-content">
  ...
</main>
.laser-canvas {
  position: fixed;
  inset: 0;
  z-index: 0;
  width: 100vw;
  height: 100vh;
  pointer-events: none;
}

.page-content {
  position: relative;
  z-index: 1;
}

Brand Color

Use the product accent as the source color. The shader keeps the core near white and derives the halo/smoke from this color.

function hexToRgb01(hex) {
  const clean = hex.replace("#", "").trim();
  const value = clean.length === 3
    ? clean.split("").map((char) => char + char).join("")
    : clean;

  return [
    parseInt(value.slice(0, 2), 16) / 255,
    parseInt(value.slice(2, 4), 16) / 255,
    parseInt(value.slice(4, 6), 16) / 255,
  ];
}

const accent = getComputedStyle(document.documentElement)
  .getPropertyValue("--brand-accent")
  .trim() || "#ff4d8d";

Raw WebGL Setup

Prefer raw WebGL with a full-screen quad unless the active file already uses another renderer.

const laserVertexShader = `
attribute vec2 a_position;
varying vec2 v_uv;

void main() {
  v_uv = a_position * 0.5 + 0.5;
  gl_Position = vec4(a_position, 0.0, 1.0);
}
`;

const laserFragmentShader = `
precision highp float;

uniform vec2 u_resolution;
uniform float u_time;
uniform vec3 u_color;
uniform float u_xOffset;
uniform float u_coreWidth;
uniform float u_glowWidth;
uniform float u_smokeDensity;

varying vec2 v_uv;

float hash(vec2 p) {
  p = fract(p * vec2(123.34, 456.21));
  p += dot(p, p + 45.32);
  return fract(p.x * p.y);
}

float noise(vec2 p) {
  vec2 i = floor(p);
  vec2 f = fract(p);
  vec2 u = f * f * (3.0 - 2.0 * f);

  float a = hash(i);
  float b = hash(i + vec2(1.0, 0.0));
  float c = hash(i + vec2(0.0, 1.0));
  float d = hash(i + vec2(1.0, 1.0));

  return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}

float fbm(vec2 p) {
  float value = 0.0;
  float amplitude = 0.5;

  for (int i = 0; i < 5; i++) {
    value += amplitude * noise(p);
    p *= 2.02;
    amplitude *= 0.5;
  }

  return value;
}

void main() {
  vec2 aspect = vec2(u_resolution.x / u_resolution.y, 1.0);
  vec2 p = (v_uv - 0.5) * aspect;
  float x = p.x - u_xOffset;
  float distanceToBeam = abs(x);

  float core = exp(-pow(distanceToBeam / u_coreWidth, 2.0));
  float glow = exp(-pow(distanceToBeam / u_glowWidth, 1.45));
  float scatter = exp(-pow(distanceToBeam / (u_glowWidth * 5.5), 1.25));
  float pulse = 0.9 + 0.1 * sin(u_time * 1.15);

  vec2 fogUv = p * 3.1 + vec2(0.0, -u_time * 0.035);
  fogUv.x += sin(p.y * 3.5 + u_time * 0.11) * 0.14;
  float fogBase = fbm(fogUv);
  float fogFine = fbm(p * 8.0 + vec2(sin(u_time * 0.07) * 0.35, u_time * 0.05));
  float fog = smoothstep(0.30, 0.86, fogBase * 0.72 + fogFine * 0.28);
  float smoke = fog * scatter * u_smokeDensity;

  vec3 brand = clamp(u_color, 0.0, 1.0);
  vec3 haloColor = mix(brand, vec3(1.0), 0.16);
  vec3 smokeColor = mix(brand, vec3(0.55), 0.28) * 0.55;
  vec3 hotCore = vec3(1.0, 0.96, 0.90);

  vec3 color = vec3(0.006, 0.007, 0.010);
  color += smokeColor * smoke;
  color += haloColor * glow * 0.46 * pulse;
  color += hotCore * core * 1.35;

  float vignette = smoothstep(1.25, 0.18, length(p));
  color *= vignette;

  float alpha = clamp(smoke * 0.72 + glow * 0.68 + core, 0.0, 1.0);
  gl_FragColor = vec4(color, alpha);
}
`;

Initializer

Keep u_resolution synced on resize and animate through u_time.

function createShader(gl, type, source) {
  const shader = gl.createShader(type);
  gl.shaderSource(shader, source);
  gl.compileShader(shader);

  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
    throw new Error(gl.getShaderInfoLog(shader) || "Shader compile failed");
  }

  return shader;
}

function createProgram(gl, vertexSource, fragmentSource) {
  const program = gl.createProgram();
  gl.attachShader(program, createShader(gl, gl.VERTEX_SHADER, vertexSource));
  gl.attachShader(program, createShader(gl, gl.FRAGMENT_SHADER, fragmentSource));
  gl.linkProgram(program);

  if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
    throw new Error(gl.getProgramInfoLog(program) || "Program link failed");
  }

  return program;
}

function initWebGLLaser(canvas, options = {}) {
  if (!canvas) return () => {};

  const gl = canvas.getContext("webgl", {
    alpha: true,
    antialias: false,
    premultipliedAlpha: false,
  });

  if (!gl) return () => {};

  const program = createProgram(gl, laserVertexShader, laserFragmentShader);
  const positionBuffer = gl.createBuffer();
  const positions = new Float32Array([
    -1, -1,
     1, -1,
    -1,  1,
    -1,  1,
     1, -1,
     1,  1,
  ]);

  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
  gl.useProgram(program);

  const positionLocation = gl.getAttribLocation(program, "a_position");
  const uniforms = {
    resolution: gl.getUniformLocation(program, "u_resolution"),
    time: gl.getUniformLocation(program, "u_time"),
    color: gl.getUniformLocation(program, "u_color"),
    xOffset: gl.getUniformLocation(program, "u_xOffset"),
    coreWidth: gl.getUniformLocation(program, "u_coreWidth"),
    glowWidth: gl.getUniformLocation(program, "u_glowWidth"),
    smokeDensity: gl.getUniformLocation(program, "u_smokeDensity"),
  };

  gl.enableVertexAttribArray(positionLocation);
  gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
  gl.enable(gl.BLEND);
  gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

  const color = options.color || hexToRgb01(accent);
  const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
  let width = 1;
  let height = 1;
  let rafId = 0;

  function resize() {
    const dpr = Math.min(window.devicePixelRatio || 1, options.maxDpr || 1.5);
    width = Math.max(1, window.innerWidth);
    height = Math.max(1, window.innerHeight);
    canvas.width = Math.floor(width * dpr);
    canvas.height = Math.floor(height * dpr);
    gl.viewport(0, 0, canvas.width, canvas.height);
  }

  function render(time = 0) {
    gl.useProgram(program);
    gl.uniform2f(uniforms.resolution, canvas.width, canvas.height);
    gl.uniform1f(uniforms.time, time * 0.001);
    gl.uniform3f(uniforms.color, color[0], color[1], color[2]);
    gl.uniform1f(uniforms.xOffset, options.xOffset || 0.0);
    gl.uniform1f(uniforms.coreWidth, options.coreWidth || 0.0045);
    gl.uniform1f(uniforms.glowWidth, options.glowWidth || 0.035);
    gl.uniform1f(uniforms.smokeDensity, options.smokeDensity || 0.52);

    gl.clearColor(0, 0, 0, 0);
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.drawArrays(gl.TRIANGLES, 0, 6);

    if (!reduceMotion) rafId = requestAnimationFrame(render);
  }

  function handleResize() {
    resize();
    render();
  }

  resize();
  render();
  window.addEventListener("resize", handleResize);

  return () => {
    cancelAnimationFrame(rafId);
    window.removeEventListener("resize", handleResize);
    gl.deleteBuffer(positionBuffer);
    gl.deleteProgram(program);
  };
}

const cleanupLaser = initWebGLLaser(document.querySelector("[data-webgl-laser]"), {
  color: hexToRgb01(accent),
  xOffset: 0.0,
  coreWidth: 0.0045,
  glowWidth: 0.035,
  smokeDensity: 0.52,
  maxDpr: 1.5,
});

Tuning Knobs

  • Beam position: adjust xOffset; keep it in aspect-correct centered UV space.
  • Beam thickness: tune coreWidth separately from glowWidth; keep the core extremely thin.
  • Color: derive color from the brand accent, then soften halo and smoke in shader.
  • Smoke density: tune smokeDensity, FBM scale, drift speed, scatter width, and edge falloff.
  • Performance: reduce FBM octaves or cap maxDpr before changing the visual structure.

Taste Rules

  • The hottest beam core stays near white.
  • The halo and fog use the design's primary or strongest accent color.
  • Smoke blooms near the beam and dissipates outward.
  • Pulse affects glow only; avoid rapid flicker.
  • Content readability wins over bloom, haze, or cinematic drama.

Avoid

  • Hardcoding blue when the design uses another primary color.
  • Making the beam thick enough to read as a glowing bar.
  • Generic full-screen fog that is not concentrated around the beam.
  • Turning the effect into a Three.js scene, particle explosion, or multicolor neon background.
  • Letting the canvas intercept pointer events.
  • Dense fog or extreme bloom that washes out foreground UI.

리뷰

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